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use crate::geometry::proximity_detector::PrimitiveProximityDetectionContext;
use crate::geometry::Proximity;
use crate::math::Point;
#[cfg(feature = "simd-is-enabled")]
use {
crate::geometry::{proximity_detector::PrimitiveProximityDetectionContextSimd, WBall},
crate::math::{SimdFloat, SIMD_WIDTH},
simba::simd::SimdValue,
};
#[cfg(feature = "simd-is-enabled")]
fn ball_distance_simd(ball1: &WBall, ball2: &WBall) -> SimdFloat {
let dcenter = ball2.center - ball1.center;
let center_dist = dcenter.magnitude();
center_dist - ball1.radius - ball2.radius
}
#[cfg(feature = "simd-is-enabled")]
pub fn detect_proximity_ball_ball_simd(
ctxt: &mut PrimitiveProximityDetectionContextSimd,
) -> [Proximity; SIMD_WIDTH] {
let pos_ba = ctxt.positions2.inverse() * ctxt.positions1;
let radii_a =
SimdFloat::from(array![|ii| ctxt.shapes1[ii].as_ball().unwrap().radius; SIMD_WIDTH]);
let radii_b =
SimdFloat::from(array![|ii| ctxt.shapes2[ii].as_ball().unwrap().radius; SIMD_WIDTH]);
let wball_a = WBall::new(Point::origin(), radii_a);
let wball_b = WBall::new(pos_ba.inverse_transform_point(&Point::origin()), radii_b);
let distances = ball_distance_simd(&wball_a, &wball_b);
let mut proximities = [Proximity::Disjoint; SIMD_WIDTH];
for i in 0..SIMD_WIDTH {
let dist = distances.extract(i);
if dist > ctxt.prediction_distance {
proximities[i] = Proximity::Disjoint;
} else if dist > 0.0 {
proximities[i] = Proximity::WithinMargin;
} else {
proximities[i] = Proximity::Intersecting
}
}
proximities
}
pub fn detect_proximity_ball_ball(ctxt: &mut PrimitiveProximityDetectionContext) -> Proximity {
let pos_ba = ctxt.position2.inverse() * ctxt.position1;
let radius_a = ctxt.shape1.as_ball().unwrap().radius;
let radius_b = ctxt.shape2.as_ball().unwrap().radius;
let center_a = Point::origin();
let center_b = pos_ba.inverse_transform_point(&Point::origin());
let dcenter = center_b - center_a;
let center_dist = dcenter.magnitude();
let dist = center_dist - radius_a - radius_b;
if dist > ctxt.prediction_distance {
Proximity::Disjoint
} else if dist > 0.0 {
Proximity::WithinMargin
} else {
Proximity::Intersecting
}
}